需要帮助了解为啥要从我的所有列表中删除数据
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【中文标题】需要帮助了解为啥要从我的所有列表中删除数据【英文标题】:Need help understanding why data is being removed from all my lists需要帮助了解为什么要从我的所有列表中删除数据 【发布时间】:2020-11-21 09:10:45 【问题描述】:我目前有问题和答案从 .json 文件加载到统一中,然后将此数据放置在未回答的问题列表中,然后当生成新问题时,它会删除当前显示的问题。但是,它也会删除加载信息的数据主列表。下面的代码就是用来做这个的:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
using UnityEngine.UI;
public class QuestionHandler : MonoBehaviour
[SerializeField] public Text questionText;
[SerializeField] public Text answerAText;
[SerializeField] public Text answerBText;
[SerializeField] public Text answerCText;
[SerializeField]
private QuestionData _QuestionData = new QuestionData();
public static List<Question> unansweredQuestions;
private Question currentQuestion;
private QuestionData questionData;
public void SaveIntoJson()
string question = JsonUtility.ToJson(_QuestionData, true);
System.IO.File.WriteAllText(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json", question);
Debug.Log(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json");
// Start is called before the first frame update
void Start()
if(!Directory.Exists(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData"))
Directory.CreateDirectory(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData");
File.Create(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json");
SaveIntoJson();
Load();
Debug.Log(_QuestionData.questions[0].questionName);
//if the unansweredQuestion list has no data or all the questions have been removed it will copy in the data from the _QuestionData list
if (unansweredQuestions == null || unansweredQuestions.Count == 0)
Debug.Log("No questions present loading in saved data");
unansweredQuestions = _QuestionData.questions;
Debug.Log(unansweredQuestions[0].questionName);
SetCurrentQuestion();
// Update is called once per frame
void Update()
public void SetCurrentQuestion()
int randomQuestionIndex = Random.Range(0, unansweredQuestions.Count);
currentQuestion = unansweredQuestions[randomQuestionIndex];
questionText.text = currentQuestion.questionName;
answerAText.text = currentQuestion.answerA;
answerBText.text = currentQuestion.answerB;
answerCText.text = currentQuestion.answerC;
public void SetNewCurrentQuestion()
if (unansweredQuestions == null || unansweredQuestions.Count <= 0)
Debug.Log("No more questions left in the list!");
_QuestionData = questionData;
else
//removes current question from the list so no question comes up twice
unansweredQuestions.Remove(currentQuestion);
//randomly picks a new question out the remaining questions
int randomQuestionIndex = Random.Range(0, unansweredQuestions.Count);
currentQuestion = unansweredQuestions[randomQuestionIndex];
questionText.text = currentQuestion.questionName;
answerAText.text = currentQuestion.answerA;
answerBText.text = currentQuestion.answerB;
answerCText.text = currentQuestion.answerC;
Debug.Log(_QuestionData.questions.Count);
Debug.Log(unansweredQuestions.Count);
void Load()
string filePath = System.IO.Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json");
string data = System.IO.File.ReadAllText(filePath);
questionData = JsonUtility.FromJson<QuestionData>(data);
Debug.Log("Got Data!");
//sets the loaded questiondata into the game question list
_QuestionData = questionData;
private void OnApplicationQuit()
//SaveIntoJson();
//format of the questions within the game
[System.Serializable]
public class QuestionData
public List<Question> questions = new List<Question>();
[System.Serializable]
public class Question
public string questionName;
public string answerA;
public bool isA;
public string answerB;
public bool isB;
public string answerC;
public bool isC;
在左侧显示问题数据的主统一屏幕:
任何理解这一点的帮助都会很棒我已经尝试使用debug.log
来查看发生了什么,但我无法解决。
【问题讨论】:
【参考方案1】:你在做
unansweredQuestions = _QuestionData.questions;
所以在这一行之后,两个字段都指向同一个列表引用。 =>当您稍后通过
删除问题时unansweredQuestions.Remove(currentQuestion);
此项目已从 _QuestionData.questions
中删除,因为它是同一个列表。
为了避免您应该创建和处理列表的副本,而不是像
unansweredQuestions = new List<Question>(_QuestionData.questions);
那么为了节省你可能只想保留unansweredQuestions
,除了第一次
public void SaveIntoJson(bool overwriteWithUnanswered = true)
if(overwriteWithUnanswered) _QuestionData.questions = unansweredQuestions;
var question = JsonUtility.ToJson(_QuestionData, true);
System.IO.File.WriteAllText(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json", question);
Debug.Log(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json");
并且只在`Start中第一次传入false
if(!Directory.Exists(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData"))
Directory.CreateDirectory(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData");
File.Create(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + "/QuestionGameData/QuestionData.json");
SaveIntoJson(false);
另外两个注意事项:
通常对于文件路径,您应该始终使用 Path.Combine
而不是手动连接 + "/"
您应该存储路径一次,而不是一直一次又一次地获取它
private readonly string filePath = Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop), "QuestionGameData", "QuestionData.json");
然后简单地在任何地方重复使用它,例如在
public void SaveIntoJson(bool overwriteWithUnanswered = true)
if(overwriteWithUnanswered) _QuestionData.questions = unansweredQuestions;
var question = JsonUtility.ToJson(_QuestionData, true);
Debug.Log(filePath);
System.IO.File.WriteAllText(filePath, questions);
【讨论】:
【参考方案2】:因为它是参考副本。创建一个新列表
//sets the loaded questiondata into the game question list
_QuestionData.questions = new List<Question>(questionData);
List<Question> mainlist = new List<Question>();
List<Question> sublist = new List<Question>();
Question current;
[System.Serializable]
public class Question
public string questionName;
public string answerA;
public bool isA;
public string answerB;
public bool isB;
public string answerC;
public bool isC;
public override string ToString()
return $"Question questionName = Answer answerA ";
public void Load()
mainlist = new List<Question>()
new Question()questionName="Question A",answerA="A" ,
new Question()questionName="Question B",answerA="B" ,
new Question()questionName="Question C",answerA="C" ,
new Question()questionName="Question D",answerA="D" ,
;
// sublist = mainlist; if you uncommment these you will get the same behavior you have.
sublist = new List<Question>(mainlist); ///Do these in order to avoid reference problems
public void showList(List<Question> sublist)
foreach (var item in sublist)
Console.WriteLine(item);
public void showList()
showList(mainlist);
showList(sublist);
public void SetCurrentQuestion()
int randomQuestionIndex = new Random().Next(0, mainlist.Count);
current = mainlist[randomQuestionIndex];
public void Remove()
sublist.Remove(current);
static void Main(string[] args)
var p = new Program();
p.Load();
p.SetCurrentQuestion();
p.Remove();
p.showList();
Console.WriteLine("Hello World!");
【讨论】:
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